The new A&A Revised is quite good. Had played the heck out of A&A in the 80’s, and made some houserules to keep it fresh. We think the new version is even better.
Posts made by Rikolus
RE: Transport and Cover
That’s funny Grim, because our group has also been playing that the attacker has to roll 4+ afterwards to destroy the transported unit. However, if it survives, we do put an immediate face-up Disruption marker on that unit (which gets removed of course at end of the turn if he’s still around…) But we were not aware of the HHR you mention.
Is it one composite set of suggested optional rules? If so, could you post where the HHR would be found?
Also, I have been looking for a HOUSE RULES topic header to see if people are posting all their favorites into one location. Haven’t seen one (but then perhaps I’m just blind, heh-heh). I think it would be a good Topic to start… one stop where people could go to look at what other groups are doing.
Would like to hear the opinion of you or others, of the few houserules we play with. We are experienced historical gamers, although still relatively new to A&A Miniatures specifically. Here are the modifications we like:
1) Hidden Deployment. After agreeing on the map and Objective hex, we put a divider through the middle and set up forces having no idea what the opponent will select or where he’ll deploy.
2) Four Hexes In, instead of Five. Seems rather small and innoculous, but after a couple plays, everyone agrees that the advance into combat is more strategic and interesting with that two extra hex seperation. To make up for it, we play you can win on Turn 7, but game ends after T 11 (instead of 10).
3) Paratroopers cannot land in Forest Hexes.
4) The sIG33 has +1 defense on it’s front factor, vs. Small Arms fire (any rifle or hand held weapon).
RE: Problem with the New 40mm Bofors L60
Hey Der Leiter,
Just noticed the two 4 defense Artillery you mentioned. In honesty, we haven’t had a good look at Set 3 yet, so the comment that Artillery has a 3 defense was based on sets 1 and 2. One thing I did notice about the few new pieces I saw, including the Bofors L60, is that the stat card was on GRAY colored stock. It looked liked is belonged with the Axis! Was there some kind of print-run error? Does anyone else have Allied cards on gray paper?
By the way, very nice job on the Unit Reviews. Very helpful.
RE: Problem with the New 40mm Bofors L60
Â Some good suggestions guys, altho I would again just go back and compare stats.Â Â It seems like all the artillery are 3 defense, so it’s no worse than others _(sIG 33, now THAT’s terrible defense… and 15 points!).Â Â _ But the amount of dice the Bofors rolls and distance it shoots makes it extremely dangerous against advancing infantry, strong against weak tanks, and all while providing great air cover, just in case your opponent spends double the Bofors cost on an airplane.Â Â For 9 points, I cannot imagine not taking it.Â I guess I am just surprised because this becomes about the first unit I have ever seen that would be logical to take under virtually any circumstance.Â And what I like about the game is that while people can have their favorite units, or have units that they prefer in certain circumstances, there has not been (at least from what I have seen) a piece that is so strong that it demands to be in every force.Â Â I hope to see some play at our local shop where it doesn’t have a particularly good game, just to prove my assessment wrong!
Problem with the New 40mm Bofors L60
Hi all,Â We had our first games with the new expansion yesterday and ran into a problem.Â Â The 40mm Bofors seems much too strong!Â It has great stats for only 9 build points.Â But the real problem is this:Â OK, we know it’s supposed to be good against airplanes.Â Â But then the angst becomes, “do I buy it and worry that it will be a waste because the opponent didn’t buy any aircraft”.Â The problem is that the stats are so good that it’s a great piece even if the enemy DOESN’T buy aircraft! Therefore, it is a no-brainer to ALWAYS buy it, which pretty much renders the Axis planes useless (or at least much less effective) because he KNOWS the Allies will have it because it is just too good a piece not to buy! How could they produce such an over-valued item? Our whole group felt the same way… please let us know where we are missing the catch on this.
RE: How many Players is the perfect number for Axis and Allies?
Altho my first Revised game is this week, our group played many games of the original from mid 80’s to late 90’s. We also played 4-player the majority of times, and that was our favorite. We had Britain and USA split Russia, and that often led to some unique confrontations as they might have differing opinions how to handle the Red Machine.
RE: Need Help from Experienced German Player
If you see the German player build Navy in the North on turn 1, then wouldn’t it be imperative for England to step in with all available ships and planes on it’s first turn to eliminate the Carrier force? Assuming fair die rolls, I would have thought G will lose the fleet and usually come out on the short side, no?